Env funnel: Difference between revisions

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[[File:Funnel_animation.gif‎|right|thumb|Animation of the funnel effect.]]
[[File:Funnel_animation.gif‎|right|thumb|250px|Animation of the funnel effect.]]


{{base point|env_funnel}} It is an [[Half-Life]] legacy entity: the large portal funnel {{clarify}}
{{base point|env_funnel}}
 
==Entity description==
It is an [[Half-Life]] legacy entity: the large portal funnel {{clarify}}


This entity creates an effect of glowing particles or sprites that slowly appear then come together at the entity center point creating a glowing center and then slowly disappearing.  
This entity creates an effect of glowing particles or sprites that slowly appear then come together at the entity center point creating a glowing center and then slowly disappearing.  

Revision as of 14:49, 7 May 2012

Animation of the funnel effect.

Template:Base point

Entity description

It is an Half-Life legacy entity: the large portal funnel [Clarify]

This entity creates an effect of glowing particles or sprites that slowly appear then come together at the entity center point creating a glowing center and then slowly disappearing.

This is most likely used in half life when the portal to XEN the alien planet opens. (verify)

The input value "use" is not recognized as a valid input inside hammer but it will function ingame using the targetname of the env_funnel entity and providing "use" as the target input value, you don't need to fill in the parameter override field.

Another way of activating this entity is ingame by using the following command in the developers console: "ent_fire <tagetname_funnel> use" This entity has no other function than showing these particles/sprites. A similar effect can be created by creating a new particle effect yourself.

Note.pngNote:This entity can only be used once. After it's used, it will be removed and cannot be used again.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.

Flags

  • 1 : Reverse

Inputs

Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.

Outputs